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Vestaria Saga Part 1 Out Now + Discussion Topic


VincentASM
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It doesn't work at all, they won't leave when I press the lever in the prison room and the one in main room can't be used. Everypne in my team only attack him for 4 damage and he can ORKO all my unit. This is a nightmare!

I dunno what else to say. There is something that definitely triggers him leaving the map. Maybe you have to send people into the central area?

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Unit Growth Rates are up at Pegasusknight.com. I've posted an English version here.

No clue as to how they got this info though...

I think I've been lucky with most characters except Zayed.

Also is it only me, or do actual promotion gains differ from the displayed stat gains from the class-change screen? For instance, using the Hero's Crest, my Haldia who maxed-out Skl (17) and Spd (15) was supposed to get +4 Skl and +3 Spd from promoting, but he ended up with 23 Skl and 23 Spd, meaning that something is not adding up properly. I remember this happening with Troy's Spd stat as well with the Silver Saddle. I'm not complaining about getting extra stats, but something is really weird about this.

I can only assume that Kaga gave them the data. If they had gotten it straight from the project via hacking, they would have had it on day 1.

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Ok, I figured out how to make him leave without any casualties. I am on chapter 18 now and on turn 30 that Haldia's sister Lavinia appears. I can't hit her so how can I convince her to leave or join my party?

You can't. My suggestion would be to try to beat the chapter faster lol.

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Hmm, interesting. Although the lack of Proficiency growth makes me wonder where they got the numbers from : P

Notes for Chapter 15 in case anybody is coming up to it.

In this chapter, Zeid and company hatch a daring plan to rescue Atol who was captured at the end of the previous chapter. To do so, they split their forces into three groups, each with a specific goal.

To the north, the main troops led by Garland have the enormously difficult task of distracting the empire's main forces, to buy time for the other groups. In this area, there are many, many enemies, so it's recommended that you field at least one very powerful unit and several defensive units.

Although there are many enemies, they attack in waves, so you won't be immediately overwhelmed.

Of note, beware of the two bishops with sleep and silence staves. These were the most annoying for me, so I made Troy charge in to kill them then run back. I got unlucky once and the sleep Bishop put him to sleep, but it is possible.

After Turn 5, there are a bunch of tough horseback units and this is where the going gets tough. Especially since a lot of them carry anti-horse weapons. That said, Troy or Meredy hiding in the woods can dodge tank most of the hits with a pinch of luck.

In addition, there are a couple of Flame Bow bow knights, which are plenty annoying. What I did was have Schlein the Woodshooter in the central group snipe the bow knights from across the river. For the ones he couldn't reach, I had Lithia bait them next to the river. That way you don't have to deal with the ant-horse units AND the Flame Bows.

While this is all going on, a small group led by Shirutin must proceed through the central region to look for Atol. Compared to the chaos up north, this section is relatively easy, but you mustn't take your time.

During one of the early turns, a NPC called Zoe will rescue Atol and run towards the north-eastern cave. If Zoe gets KO'd, it's also a Game Over, but she's tough and Atol heals her when she's low health so you don't need to worry.

Instead, after Turn 15, a dragon will appear from the cave and I believe you get a forced Game Over when that happens. What you need to do is get Shirutin there before Turn 15 ends. After talking to Zoe, Shirutin will leave the map with Atol and that's one mission complete.

The central area is pretty barren; the hardest parts are near the beginning and the end. To proceed, you need to get past a bunch of ranged enemies high up on the cliff. There are a few ways to clear them out, but the easiest is probably to have Schlein rain his Arbalest on them with Lithia's help. One of the foes drops an Arbalest+1 too.

You'll probably notice the dragon protecting the tower. This scary beast doesn't move unless attacked. He's easy prey for a promoted Dune (who can climb the cliffs) or Shirutin (after luring it with a flier etc.). After slaying it, make sure to investigate the tower for a mage/priest promotion item.

Then when you close into the castle south of Zoe, be careful as the boss always goes first and causes Berserk with his tome. I recommend waiting until Turn 10 so you can save your game. Then reload the save if your unit gets hit by the boss.

The other things to note are the three friendly villages protected by NPCs. These guys are pretty sturdy and won't die anytime soon. After talking to them with Shirutin or Hoerun, you can visit the middle village for money or the east-most village to transport one character directly to the south, just above the south-eastern castle.

You should transport a character when you're done with this area, as they'll be unable to return. Also it helps if the southern group has started assaulting the castle.

Speaking of the southern group, their task is to reclaim Redessa, Zeid's homeland. Naturally this group is led by Zeid. Likewise, the area they're traveling through is a piece of cake compared to the hardships of the northern group, but as always, don't lower your guard.

The enemies here are sparse, but can take you by surprise. In particular, there are a few invisible Assassins dotted around, so watch where you go. This area is pretty much easy mode with Rinka hiding in the trees or mountains.

Finally, when it's time to assault the castle, the boss Tirenius (forgot how to spell his name) will flee when the going gets tough. This guy is the imperial officer in charge of Meleda after Aias left, but he's a coward and a spineless piece of trash. So much so that his very presence lowers the stats of his nearby allies XD

Oh yeah, while the chapter is on-going, Caprias, the red-haired female general who was kicking your butt earlier in the woods questions Tirenius's plan. However, being the arrogant asshole he is, he accuses Caprias of disobeying a superior and orders her to be arrested and later executed.

Huh, why am I not surprised...?

Anyway, as far as I remember, the enemies around the castle don't move, so feel free to go crazy. Don't forget to check out the surrounding shops with Maya as well.

Story-wise, it's been a while since I played it, but I distinctively remember Zeid giving Atol a royal earful for wandering by herself and getting kidnapped. I think Caesar also mentions about how me managed to flee Meleda during the imperial invasion (or was that in a different chapter?). I think a girl (Emi?) helped him, but he's not sure what happened to her.

Chapter 15x doesn't need much explanation, but just in case.

Here, you're given time to prepare Zeid's army and Shirutin's army as the two heroes split up to retake Meleda.

At the beginning, the units to the left will be joining Zeid, while the ones to the right will be going with Shirutin. You can't change who goes where, so just concentrate on managing your inventories etc.

Be aware that Shirutin's army cannot access the stock (or so I believe), so definitely give them a bunch of weapons/items to hold onto.

The units on each side are all pretty obvious, except Dune who's suddenly decided to accompany Shirutin. Well, he is originally from Solis so it makes sense.

If any units are lagging, you can visit the four houses to make a group of weak high Level enemies appear. Although these enemies are weak, they can still KO your units, especially if they're weak as well. Plus you can't save during this chapter, so remember to analyse the enemies and don't relax no matter what.

I think the general consensus is to make sure your units are all a similar level, because everybody is fielded in later chapters. However, you should at least get Dune to Level 20 and promote him.

The only other thing is if Zeid talks to Ophelia to the north, he'll gain a point of Luck.

Edited by VincentASM
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Well, Vincent, there are things I can confirm:

In chapter 15, there is no forced game over when the dragon appears at the cave entrance where Atol is and it will be if it killed Zoe. You can killed it for a restore staff which is really helpful in chapter 17.

In chapter 15x, you can save at the start of every turns as long as there are no enemies around and you can also move a character indefinitely.

BTW, you are so slow, I am at chapter 19 atm, waiting for your notes of earlier chapters :P

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In chapter 15, there is no forced game over when the dragon appears at the cave entrance where Atol is and it will be if it killed Zoe. You can killed it for a restore staff which is really helpful in chapter 17.

Oh I see. That's good to know.

In chapter 15x, you can save at the start of every turns as long as there are no enemies around and you can also move a character indefinitely.

Oh, I know why I got confused. I don't think I bothered clicking end turn since you can keep moving your characters indefinitely. I only clicked end turn when enemies were around XD

Hehe, I want to play faster, but I have several things on my plate at the moment.

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Holy hell, I'm behind. I'm only on Map 5 lol, but I am curious about something. Can these Pegasus Knights on Griffons triangle attack?

Also, is it just me, or is this game very generous with Braves and non prf Rapiers, I've encountered two shops so far where I can buy those.

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Holy hell, I'm behind. I'm only on Map 5 lol, but I am curious about something. Can these Pegasus Knights on Griffons triangle attack?

They can't, but each give support bonuses to the other two that are within 3 tiles of distance. These support-boosting trios actually feature quite often, especially in the enemy's hands. (You might recall a particular bandit trio back in Ch. 3 near Thebes, the mining city in the West) Enemy trios tend to give better buffs to each other (especially Crit) compared to the player, so do watch out, though if you manage to kill one or bait one out these buffs would be reduced.

Also, is it just me, or is this game very generous with Braves and non prf Rapiers, I've encountered two shops so far where I can buy those.

This game features a lot of brave-type weapons and effective weaponry, though the latter isn't as strong as in most FE games since the formulas work differently. Effective damage works similar to criticals in FE5 in that instead of tripling damage, it involves a multiplier to Atk (Str/Mag + weapon might) before subtracting enemy Def/Res, except that the multiplier is 1.5 instead of 2. Tomes tend to benefit most from effective damage, since enemy Res is so low and every Spirit Magic available to the player (i.e. the Anima-looking ones) do effective damage to at least some enemy class types. (IIRC it's roughly Fire effective against non-armored physical infantry, Thunder against armored infantry, and Wind against mounted units) The game does introduce situations where all of these effects come in really handy though (especially those effective against Dark Dragons in the lategame), and with weapon durability being quite low in this game and funding starting to get really scarce when one has to start buying promotion items, it's not like you can simply hoard weapons. That said, the game does hand you quite a bit of cash or cash items around Ch. 5-6 ish so do make use of that.

Btw you might have to wait a while before you get to actually make use the Rapier's effective damage against Heavy Armor after Ch. 5, just sayin...

Edited by Aggro Incarnate
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Holy hell, I'm behind. I'm only on Map 5 lol, but I am curious about something. Can these Pegasus Knights on Griffons triangle attack?

Also, is it just me, or is this game very generous with Braves and non prf Rapiers, I've encountered two shops so far where I can buy those.

Braves and effective weapons (and very good weapons in general) are very common, yeah. The main flipside is that enemies often carry them, so be careful.

One of the best weapons I've found is a random sword (the magic-based Valkyrie Sword) that you can buy early on XD

While I'm here, some notes for Chapter 16.

In this chapter, after thinking about what Zeid said to her last time, Atol suggests a plan to rally support for the liberation army's cause, which is for her to personally visit the towns occupied by the empire.

Sounds straightforward enough, except for the fact that the map is massive and filled with danger. Not only that but Atol is a NPC and moves independently, making this is a terrifying escort mission of sorts.

You start in the north-western corner of the map and Atol will begin moving south to the first town. While this is happening, you should seize the fortress to the south-east because reinforcements will continue to spawn if you leave it alone.

The fortress entrance is surrounded by deep woods, so horse units won't be able to advance. Therefore, foot units and/or flying units are essential. Anyone can seize the fortress by the way.

Once the fortress is secure, you may wish to direct your flying units (just Air and Luvina really) to the north-east corner of the map. But only if they're strong and you're confident with your time-keeping.

There, you'll find a poison dragon guarding a circle of rocks. You can attack the rocks to obtain a powerful axe, rare sword, two repair stones and gold/gems. The rocks also give a lot of exp, which is cool.

The dragon is tough like the others and if you defeat it, a fire dragon will spawn. What I did was bait the poison dragon with Luvina (stocked with potent herbs), then I sat Luvina on the first town entrance so she constantly heals HP. That gave Air plenty of time to hack away at the rocks.

I think a better way may be to lure both dragons, then slay them with your ground units. Accord and Caesar will probably tear a hole in them. Just be careful they don't get in the way of Atol's adventure.

The other thing to consider is whether you need Air and/or Luvina to help deal with the enemies on the cliffs. I kept them away the whole time, but their presence would have helped a lot XD

Anyway, back to the main mission...

Of course, the town ahead is patrolled by a number of imperial soldiers. They're a mix of ranged enemies, including a magic caster with Adept, so storming them with high movement units or baiting them with tanks may be good options.

If Atol visits the town before the end of the 8th turn, you'll receive some extra money, which is useful. With her maximum movement, Atol should reach the town entrance a few turns before this. What you should do is block the entrance with a unit until the 8th turn.

Before Atol visits the town, you should continue ahead and start clearing out the enemies further south. Horse units are great here as they can attack and pull back. Otherwise, if you let Atol proceed naturally, you may not have time to deal with all the incoming threats.

Be careful of the armour knight boss halfway along the road. Also, be wary of the enemy horse units above the second town, as well as the axe master boss east of the road. With luck, you should be here sometime around Turn 5, so you'll have a recent save to fall back on, just in case.

Other dangers include a long archer high up on the mountains to the north-east of the second turn. You can have a reliable foot unit scale the mountain to dispose of him. Plus a powerful swordmaster hiding in the woods to the west. A tanky unit is great for luring hm in.

Likewise, if Atol visits here within 8 turns of visiting the first town, I believe something special happens. I'm not sure what though and I may have missed the trigger...

Just like earlier, have a unit plug the town entrance until the turn limit is reached. If Atol visited the first town during Turn 8, you should have until the end of Turn 16 to visit the next town. Which is easy to remember, right?

Assuming your units went on ahead, you should have some time to start clearing out the road to the third town. This is where things get super tricky and you'll be glad to save your game on Turn 15 for sure.

The hardest part is dealing with the Nurse Feria boss with the Scorpion (2~3 range) bow, 100% Vantage and Sleep staves. What I did is bait her with the guard knights (other tanky units will work as well), then mop up her at close range. She also has Miracle, so be sure to factor that in.

Any units who fall asleep can be cured with the status curing herbs or the Awakening staff from the second dragon in the previous chapter. Or you can wait for them to wake up. No biggie.

Around this time, Cromwell the Master Knight may start advancing as well. He's tough with a 2x attack ranged lance (the Twin Pilum, I believe) and capable of deflecting attacks, so a suitably strong unit--ideally a foot unit to scale the cliffs--is recommended. I had Haldia poke him with his own 2x weapon.

After dealing with these two bosses, the rest of the road isn't too bad. Make sure to have your high movement units rush to the third town and seize the fortresses to the east and west of the town. There are also some ranged units on the cliff that you may want to take out with your foot units, backed up by Schlein (and your flying units if they're not busy elsewhere).

Unsurprisingly, after Atol visits the second town, you have 8 turns to visit the third town or you'll miss an important event. This time, Atol will only just make it, so don't plant any units in her path, accidentally or otherwise.

A turn after visiting the second town, Meredy will get captured and leave your group. What you need to do is have Zeid visit the tower near the south-east of the map. You've got plenty of time, so don't fret too much.

However do watch out for the enemies guarding the tower. The armour knight boss is obvious, but there are a bunch of invisible Waguri Assassins lurking around as well.

After visiting the third town within the turn limit (which should be Turn 24 going by the recommended schedule), you can choose to battle the pirates or not. Choose "yes, we'll battle" and the fortress north of the third town will spawn a bunch of pirates and two pirate ships.

Since there's a big river separating the town and the pirate's fortress, only your flying units and Schlein the woodshooter can take out the boss and pirate ships. Meanwhile your other units should divide their duties between fending off the incoming pirates and protecting Atol.

Additionally, a female Shaman and Priest will be helping the boss (and the pirates). Ideally you should defeat them first before targeting the boss, otherwise the female Shaman will heal the boss. The Priest isn't as dangerous and often warps next to your units, so you can ignore her if you want.

Also note that the boss cannot be attacked at melee range, so your flying units will need ranged weapons. I didn't have any, so I relied on Schlein, who can do the job with some patience. On Turn 30, I kept resetting until he triggered Adept.

As you'd expect, after Atol visits the third town, there's yet another 8 turn limit to reach the fourth and final town. If you get there in time (within Turn 32), you will receive the Oath Ring item. Visiting this town ends the chapter, so you've got 8 turns to defeat the pirate boss too (and finish off anything that you need to do, like rescuing Meredy).

The road to the end is actually pretty easy, but beware of the long archer on the island to the far east. By the time Atol reaches here, a bunch of pirates will spawn above and below the long archer. Try to plant a unit on the opposite spaces on your side, so the pirates can't reach Atol on the next turn. Meanwhile Schlein or your flying units can deal with the long archer.

Whoo, talk about an action-packed mission!

Unfortunately I've been busy lately so I haven't progressed further than that.

Edited by VincentASM
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Ok, I am at chapter 20 now. How can I open the big gate?

Pull all the levers. I posted my notes on the chapter here: https://www.reddit.com/r/VestariaSaga/comments/51y9tn/please_share_any_talkevent_triggers_that_you_have/d7yg0ny

ps if you didn't update your copy of Vestaria Saga to the latest version, you can give Ritia the +7 luck item from chapter 18 and the +5 luck ring and if her luck is already pretty high, she'll be impossible to hit from enemies.

Edited by bufkus
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Just wondering, in retrospect how useful do you think are the 2-charge swords (Masda's Holy Sword) effective against Priests that only sell back in Ch. 7? I've always wondered why that, as well as that potion that supposedly increases Avoid but inflicts Berserk, not to mention the Ghoul Spear (which supposedly only Demon-type enemies can use) was in that one particular creepy-looking shop... Are they just there for story-telling purposes or would they serve useful gameplay-wise in the late-game?

Edited by Aggro Incarnate
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Just wondering, in retrospect how useful do you think are the 2-charge swords (Masda's Holy Sword) effective against Priests that only sell back in Ch. 7? I've always wondered why that, as well as that potion that supposedly increases Avoid but inflicts Berserk, not to mention the Ghoul Spear (which supposedly only Demon-type enemies can use) was in that one particular creepy-looking shop... Are they just there for story-telling purposes or would they serve useful gameplay-wise in the late-game?

my guess is that it's just there for story purposes, especially since nobody in your party can use the ghoul spear. the rest are just gimmicks.

all i know is that i bought one of each and regret it as i never used any of them.

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Pull all the levers. I posted my notes on the chapter here: https://www.reddit.com/r/VestariaSaga/comments/51y9tn/please_share_any_talkevent_triggers_that_you_have/d7yg0ny

ps if you didn't update your copy of Vestaria Saga to the latest version, you can give Ritia the +7 luck item from chapter 18 and the +5 luck ring and if her luck is already pretty high, she'll be impossible to hit from enemies.

I can't climb the tree with those unit you mentioned, do I have to update my game to do that and if it's updated, that +7 luck item is no longer available, right?

Edited by skywalker
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I can't climb the tree with those unit you mentioned, do I have to update my game to do that and if it's updated, that +7 luck item is no longer available, right?

there's a spot that will let you climb the tree with those units, just keep trying to find it. it's in the west part of the map.

did you get the item with a face on it in chapter 18? that gives +7 luck or +3 luck (in new patch).

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I wish I could play this! Anyone tried running it in Wine? I gave it a shot but Vesteria gave me an SRPG Studio error. So I tried running the SRPG Studio free trial. Everything worked until I tried a test play and got the same error. Might just have to use another machine.

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  • 3 weeks later...

It's been a while since I've cleared this game, and I've gotten busier recently due to term starting, but maybe I'll jot down some thoughts here. I've had the benefit of playing alongside a commentator/streamer who could read Japanese (unlike myself who can only read really basic things), so I guess I was getting a better understanding of the things than just hitting my head through the wall. Overall I had a ton of fun, and there's a lot I'd want to say.

I will say the game does feel 'old'. For one this doesn't seem like a game designed with a blind resetless playthrough in mind (at least with the standard difficulty) given the rather unpredictable nature of how map events unfold; some of these events force a can essentially force a reset. I feel like there's a reason why this game allows saves every 5 turns, and it's not just that it freezes goddamn so often lol. Also, there are very limited movement options aside from... actually dragging units around. I mean I feel the lack of movement options like Warp/Return/Rewarp/Rescue staves or the Rescue mechanic (probably a limitation of the SRPG Studio engine or similarities with FE). Some maps have gimmicks that allow you to transport units but they're not frequent. The stock (or the convoy, if you'd like) is a bit of a mess being a single ginormous thing, and I admit there were some slight things about the game engine bugged me like the lack of a de-equip feature.

But it's clear that Kaga's spark hasn't gone anywhere and for a free indie game this is quality work here. Let me go through some of the things that really stood out. The unit balancing is somewhat unusual but really works out. There are much more than sheer stat spread or growths that: weapon access, skills, varied movement cost through terrain for each class type and promotion item availability and variation really differentiate between various units. There's a lot of personal weapons, or weapons with special effects like consecutive attacks, granting skills or that do effective damage against particular classes, and in a game with low growths this helps make the game sharper in terms of both combat effectiveness and gameplay tempo. Having skills is a nice addition, and some of them really give a whole new niche to units. Terrain cost gives a whole new layer of viability of a unit as they can access specific regions of the map that others can't, and I don't mean just fliers flying over things. Some of the chapters have been designed in a way that you can't just streamroll through the entire game with a few juggernauts due to the various objectives placed in each map (though this isn't to say that there aren't any; quite the contrary perhaps), and conversely in that many units can contribute in their own ways and have moments where they can really shine, even without excessive investment. Schiltin's party after the route split especially seemed to me like a prime example of viability in that all units can contribute, and it really shows Kaga's balancing philosophy - not all units are equally useful in combat, say, but they are universally viable.

What else... let me think. Resource management is also quite a thing and frankly I think Vestaria Saga excels in this regard perhaps more than most of the FE or FE-esque games I've played so far, in terms of both how strategic it is and how flexible it can be. There are moments where the player will definitely feel short with funding (especially with the cost of promotion items), but if you know what you're doing one can afford one's way through the game without substantial issues. Traditional hoarding strats don't work as well in these games, but at the same time there's a lot of option as to what to get and when from shops. Also the maps are fairly large (though not as daunting as Genealogy; probably more like the larger maps in Thracia 776 but units generally having slightly less mov), but a lot of them are engaging in terms of what goes on in the wide space, and many of them, especially the late-game ones, really feel like a puzzle. Tending towards perfectionism in my first runs of these kind of games, I really had to think things through to get the most out of all the maps. Something that also pleasantly caught me by surprise was the tempo of combat and enemy movement: everything can become surprisingly quick with the right settings like setting game speed to fast or skipping enemy phase, or allowing for mouse-control which allows you to fast-forward combat by scrolling the wheel, to the point where it's fast not just for a Kaga game but for an SRPG in general, even so in comparison to any of the FE-esque games. Props to SRPG Studio, I guess.

The only things that I really didn't like was how often Kaga seemed to repeat the whole gimmick of characters being kidnapped or captured and players having to go out to save them. It was a novelty albeit a slight annoyance in the early chapters, but after a while it gets a bit on your nerves simply due to how it seems to happen over and over again. I get that you'd want to incentivise players to move more quickly as part of good game design, but surely there are more varied ways of doing that? Also some of the gimmicks placed on Atol towards the later-game I found at times not the best executed and sometimes plain annoying, and even their story justification doesn't always seem to make sense... Oh well, I'm done with it... for now I guess.

From what I've been hearing in these translated streams, the story seems to be full of Kaga shenanigans. Expect romantic relations on the verge of crossing the line of decency, creepy implications for not meeting map event conditions optimally, and lots of soap opera level drama. Whether you find these things tasteful or not, it definitely spices up the experience, and more importantly, it feels like a Kaga game.

I'll probably update some of the game data thing I've been doing on Reddit if I can find the time, but I feel like that's going to take a while. There's actually a few more things I want to discuss, but here I'm probably going to flood this post I'm writing so I'll stop here for now...

P.S. This game has what has become one of my (if not the) favourite refresher out of FEs and the Kaga Sagas. Her personal weapon really makes her unique, but more importantly, the actual mechanism behind refreshing in this game is just so incredibly dope, it's like Kaga on drugs..

Edited by Aggro Incarnate
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